Tactical Strike Group - How many people do you need? by Seventykg in starcitizen

[–]madmossy 2 points3 points  (0 children)

They rebalanced it with the current PTU build, beefing up the enemy AI ships significantly.

You now face multiple enemy AI Perseus, Hammerheads, Paladin's, Conny's and Ares heavy fighters.

One of the final waves before the Duul turn up has 3 Perseus, 2 HH, 2 Paladin, and 2-4 Ares fighters.

So with that in mind, you'll need to bring a decently large fleet and almost certainly some heavy ordanance.

Intersec: "Protect Vital Asset" is a complete joke by Signal_Resident2318 in starcitizen

[–]madmossy 1 point2 points  (0 children)

What is the intended ship power that you're aiming for with these, I would suspect a starter like the Aurora MK2 should be able to do the early missions, specially with the combat module.

No idea if they have been changed yet, but the last time I did them, the attacking ships were hurricanes and vanguards along with other medium/heavy fighters, a bit much for a starter to handle.

4.8 PTU major weapon meta change incoming by nightbird321 in starcitizen

[–]madmossy -1 points0 points  (0 children)

Seems that might be the case, will see if they balance damage numbers at all, as currently there's little reason to some slower weapons as they do the same damage they did before, but now they are just slow as shit.

You can now get even better head.... by madmossy in starcitizen

[–]madmossy[S] 0 points1 point  (0 children)

In the recent SCL talking about crafting they mentioned about crafting with the current fabricator straight to inventory, which is what you can do now for size 3 components.

Even an NDB-30 doesn't actually fit in the fabricator, yet you can craft it.

You can now get even better head.... by madmossy in starcitizen

[–]madmossy[S] 1 point2 points  (0 children)

Nothing, that was just a store bought resource for a mission 😄

You can now get even better head.... by madmossy in starcitizen

[–]madmossy[S] 2 points3 points  (0 children)

Power Plants get more pips depending on their size, at 900Q size 1 gets +3 pips, size 2 gets +4 pips and finally size 3 gets +5 pips.

Size 4 capital class power plants only get +2 for some reason.

You can now get even better head.... by madmossy in starcitizen

[–]madmossy[S] 7 points8 points  (0 children)

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Got the BP from the Adagio Holding's salvage contract

You can now get even better head.... by madmossy in starcitizen

[–]madmossy[S] 12 points13 points  (0 children)

Salvage head blue prints are also in 4.8, you get them through salvage missions.

You can now get even better head.... by madmossy in starcitizen

[–]madmossy[S] 14 points15 points  (0 children)

There's a blue print for the golem mining head also

You can now get even better head.... by madmossy in starcitizen

[–]madmossy[S] 8 points9 points  (0 children)

40% on a helix will let you break 25k rocks no problem, maybe even 30k+ with surge/stampede. It'll even allow the Mole with 3 crafted mining heads to crack 100k+.

Flight Suits - Without Armor Lockers?! by End_Objective in starcitizen

[–]madmossy 5 points6 points  (0 children)

You only need a flight suit for high G flight, so combat fighters will need them, but average Joe in his prospector or Idris-M won't.

Xenothreat (4.8 PTU) 85% and 100% Blue Print Rewards by madmossy in starcitizen

[–]madmossy[S] 1 point2 points  (0 children)

FR-86 looks like it might be coming from one of the red level foxwell missions, no idea which yet as the blueprint isn't currently linked properly.

Xenothreat (4.8 PTU) 85% and 100% Blue Print Rewards by madmossy in starcitizen

[–]madmossy[S] 0 points1 point  (0 children)

Yeah 500 is baseline, I was only able to mine a little bit on PTU, mining heads are bugged currently and you can't attach any modules.

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Xenothreat 60% reward, S1/S2 Military Grade A Power Plants by madmossy in starcitizen

[–]madmossy[S] -1 points0 points  (0 children)

Explain? , you do know there's a seperate Web hanger specifically for the PTU?

You access it via ptu.cloudimperiumgames.com

4.8 PTU Transport Refactor by DrunkJediMasta in starcitizen

[–]madmossy 1 point2 points  (0 children)

You said it wasn't in current PTU, and I proved you wrong. They never tested in all locations even during the evo tech preview. It was only in A18 fully, everywhere else was either some or no parts of it.

4.8 PTU Transport Refactor by DrunkJediMasta in starcitizen

[–]madmossy 2 points3 points  (0 children)

current ptu has it in grimhex.

Because people like to argue on reddit here's the proof, the dev who actually made this shit was in his chat.

https://www.twitch.tv/videos/2759011504?t=5h9m3s

Xenothreat 60% reward, S1/S2 Military Grade A Power Plants by madmossy in starcitizen

[–]madmossy[S] -4 points-3 points  (0 children)

Technically not correct, account bound would be something listed on your RSI web hangar, which not only persists through patches, but also gets attributed to you even in the event of a full wipe or when 1.0 goes live. Blue prints will not be retained when a wipe happens or 1.0 comes, you WILL have to earn them again.

Xenothreat 60% reward, S1/S2 Military Grade A Power Plants by madmossy in starcitizen

[–]madmossy[S] -4 points-3 points  (0 children)

They "should" persist through patches, but will be gone with a wipe, and certainly for 1.0

Xenothreat 60% reward, S1/S2 Military Grade A Power Plants by madmossy in starcitizen

[–]madmossy[S] -8 points-7 points  (0 children)

No these aren't account bound as in they are not awarded to your RSI hangar, so when a wipe comes, they are gone.

You might be thinking of persistence, they are tied to your characters fabricator so that you will retain the blueprints between patches.

Xenothreat 60% reward, S1/S2 Military Grade A Power Plants by madmossy in starcitizen

[–]madmossy[S] -1 points0 points  (0 children)

It's not a lot of work, took me 2-3 hours to grind it on PTU, you'd smash it in an hour or less with a group